Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Network traces of virtual worlds: measurements and applications
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
Research note: Source models of network game traffic
Computer Communications
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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We present a dataset -- a real-world, server-side packet trace [8] -- from Anarchy Online [9]. Anarchy Online is a science fiction-themed massively multiplayer online roleplaying game (MMORPG), published and developed by Funcom [7]. We present statistics from the network traffic and show that it is a representative dataset for similar games. From the dataset, one can extract several key characteristics from such scenarios like payload sizes, packet rates, data delivery latencies, retransmission statistics, loss rates and stream correlation. The dataset can be used several ways: by replaying the game traffic, components like congestion control mechanisms, middlewares, packet schedulers, router queue behaviour, etc. can be analysed. Based on the observed statistics from the trace, such interactive game traffic shows completely different behaviour compared to the greedy, high-rate streams most network mechanisms are designed for, e.g., file download, video streaming and web-surfing. We hope that the dataset can be used to push research forward in the field of system support for games.